/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Instantiates bodies given a physics asset. Typically you should call InitArticulated unless you are planning to do something special with the bodies. The Created bodies and constraints are owned by the calling code and must be freed when necessary.
void InstantiatePhysicsAsset ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, const FVector & Scale3D, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * > & OutConstraints, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate ) const